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Author Topic: [SUGGESTIONS] for DFhack plugins  (Read 141509 times)

Nopenope

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #420 on: March 05, 2014, 12:58:33 pm »

How about a salt extractor? A reaction that uses saltwater buckets and charcoal and outputs salt powder bags. If such a workshop exists it could also grind rock salt into salt bags too.
I'm honestly interested. Is there a way to differentiate salt water from fresh water in reactions? Or at least make it so a workshop isn't available if there isn't any salt water?
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Sutremaine

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #421 on: March 05, 2014, 07:06:28 pm »

I've been avoiding using impulse ramps on my more serious forts, but I could still use rollers to get the carts back to the top.
This is an efficient powered setup.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Vattic

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #422 on: March 06, 2014, 04:08:24 am »

This is an efficient powered setup.
Bookmarked. Cheers.
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Quietust

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #423 on: March 06, 2014, 11:44:59 am »

How about a salt extractor? A reaction that uses saltwater buckets and charcoal and outputs salt powder bags. If such a workshop exists it could also grind rock salt into salt bags too.
I'm honestly interested. Is there a way to differentiate salt water from fresh water in reactions? Or at least make it so a workshop isn't available if there isn't any salt water?
Without custom logic in DFHack, no, it is not possible - in-game, salt water is simply water that has salt "contaminants" on it (the same way swords can be coated with blood and blowdarts can be coated with venom). There's the additional issue that dwarves do not fill buckets with water unless they intend to use them immediately, and that only happens with hardcoded jobs (and it also forces the water collected to be drinkable, so they won't collect salt water in the first place).
« Last Edit: March 06, 2014, 11:49:09 am by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Meph

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #424 on: March 06, 2014, 12:07:08 pm »

How about a salt extractor? A reaction that uses saltwater buckets and charcoal and outputs salt powder bags. If such a workshop exists it could also grind rock salt into salt bags too.
I'm honestly interested. Is there a way to differentiate salt water from fresh water in reactions? Or at least make it so a workshop isn't available if there isn't any salt water?
+1 from me. Saltwater filter sounds very helpful.
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Nopenope

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #425 on: March 06, 2014, 02:47:29 pm »

How about a salt extractor? A reaction that uses saltwater buckets and charcoal and outputs salt powder bags. If such a workshop exists it could also grind rock salt into salt bags too.
I'm honestly interested. Is there a way to differentiate salt water from fresh water in reactions? Or at least make it so a workshop isn't available if there isn't any salt water?
Without custom logic in DFHack, no, it is not possible - in-game, salt water is simply water that has salt "contaminants" on it (the same way swords can be coated with blood and blowdarts can be coated with venom). There's the additional issue that dwarves do not fill buckets with water unless they intend to use them immediately, and that only happens with hardcoded jobs (and it also forces the water collected to be drinkable, so they won't collect salt water in the first place).

Forgive my ignorance, but what do you mean by "custom logic"? And won't dwarves use buckets if they have to fill a pond?
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Putnam

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #426 on: March 06, 2014, 03:14:49 pm »

Custom logic meaning replacing the normal reaction function with one that removes water salt for that particular reaction.

Kyphis

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #427 on: March 15, 2014, 04:54:11 am »

Is there any way to rename individual generic items in a running fort? Its driving me slightly mad trying to find a way through brute force (don't really know much about coding, learning slowly)
« Last Edit: March 15, 2014, 05:09:19 am by Kyphis »
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Nopenope

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #428 on: March 17, 2014, 08:26:19 am »

Is there a way to trigger a party at a given date and customize the announcement? For instance, the dwarves would throw some sort of New Year's Eve party every 1st of Spring or something.
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expwnent

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #429 on: March 17, 2014, 10:45:00 am »

Is there any way to rename individual generic items in a running fort? Its driving me slightly mad trying to find a way through brute force (don't really know much about coding, learning slowly)

Maybe if it was made into an artifact without actually increasing the quality. Hmm.
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Warmist

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #430 on: March 17, 2014, 01:44:24 pm »

Is there any way to rename individual generic items in a running fort? Its driving me slightly mad trying to find a way through brute force (don't really know much about coding, learning slowly)

Maybe if it was made into an artifact without actually increasing the quality. Hmm.
Or figure out the named weapons/armor?

Quietust

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #431 on: March 17, 2014, 02:28:46 pm »

There are only two ways (that I know of) that an item can have a special name:

1. the item has a PetInfo record connected to it (which likely also requires that it be a tame vermin), which would make it also show up in the Z-Animals screen.
2. the item has an Artifact record connected to it, which would make it also show up in the Artifacts list.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Warmist

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #432 on: March 17, 2014, 04:44:08 pm »

There are only two ways (that I know of) that an item can have a special name:

1. the item has a PetInfo record connected to it (which likely also requires that it be a tame vermin), which would make it also show up in the Z-Animals screen.
2. the item has an Artifact record connected to it, which would make it also show up in the Artifacts list.
Are those named-weapons (i.e. the ones that dwarves give names to) done through artifact records?

Putnam

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #433 on: March 17, 2014, 04:48:22 pm »

That would be why they show up in the artifacts list, wouldn't it?

Kyphis

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Re: [SUGGESTIONS] for DFhack plugins
« Reply #434 on: March 19, 2014, 09:32:25 pm »

Welp, after much testing that does indeed look like the only way I will be able to give generic items names. Sadly that doesn't work very easily for things like Bolts. Thanks for your help!
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